flush key_input cache when Bevy loses focus (Adopted) (#13678)
This was adopted from #12878. I rebased the changes resolved the following merge conflicts: - moved over the changes originally done in bevy_winit/src/lib.rs's `handle_winit_event` into bevy_winit/src/state.rs's `window_event` function - moved WinitEvent::KeyboardFocusLost event forwarding originally done in bevy_winit/src/winit_event.rs to the equivalent in bevy_winit/src/state.rs Tested this by following the modified keyboard_input example from the original PR. First, I verified I could reproduce the issue without the changes. Then, after applying the changes, I verified that when I Alt+Tabbed away from the running example that the log showed I released Alt and when I tabbed back it didn't behave like Alt was stuck. The following is from the original pull request by @gavlig # Objective This helps avoiding stuck key presses after switching from and back to Bevy window. Key press event gets stuck because window loses focus before receiving a key release event thus we end up with false positive in ButtonInput. ## Solution I saw two ways to fix this: 1. add bevy_window as dependency and read WindowFocus events 2. add a KeyboardFocusLost event specifically for this. I chose the latter because adding another dependency felt wrong, but if that is more preferable changing this pr won't be a problem. Also if someone sees another way please let me know. To test the bug use this small modification over examples/keyboard_input.rs: (it will work only if you have Alt-Tab combination for switching between windows in your OS, otherwise change AltLeft accordingly) ``` //! Demonstrates handling a key press/release. use bevy::{prelude::*, input:⌨️:KeyboardInput}; fn main() { App::new() .add_plugins(DefaultPlugins) .add_systems(Update, keyboard_input_system) .run(); } /// This system prints 'Alt' key state fn keyboard_input_system(keyboard_input: Res<ButtonInput<KeyCode>>, mut keyboard_input_events: EventReader<KeyboardInput>) { for event in keyboard_input_events.read() { info!("{:?}", event); } if keyboard_input.pressed(KeyCode::AltLeft) { info!("'Alt' currently pressed"); } if keyboard_input.just_pressed(KeyCode::AltLeft) { info!("'Alt' just pressed"); } if keyboard_input.just_released(KeyCode::AltLeft) { info!("'Alt' just released"); } } ``` Here i made a quick video with demo of the fix: https://youtu.be/qTvUCk4IHvo In first part i press Alt and Alt+Tab to switch back and forth from example app, logs will indicate that too. In second part I applied fix and you'll see that Alt will no longer be pressed when window gets unfocused ## Migration Guide `WinitEvent` has a new enum variant: `WinitEvent::KeyboardFocusLost`. Co-authored-by: gavlig <gavlig@gmail.com>
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@ -105,6 +105,20 @@ pub struct KeyboardInput {
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pub window: Entity,
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pub window: Entity,
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}
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}
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/// Gets generated from `bevy_winit::winit_runner`
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///
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/// Used for clearing all cached states to avoid having 'stuck' key presses
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/// when, for example, switching between windows with 'Alt-Tab' or using any other
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/// OS specific key combination that leads to Bevy window losing focus and not receiving any
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/// input events
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#[derive(Event, Debug, Clone, PartialEq, Eq, Reflect)]
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#[cfg_attr(
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feature = "serialize",
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derive(serde::Serialize, serde::Deserialize),
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reflect(Serialize, Deserialize)
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)]
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pub struct KeyboardFocusLost;
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/// Updates the [`ButtonInput<KeyCode>`] resource with the latest [`KeyboardInput`] events.
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/// Updates the [`ButtonInput<KeyCode>`] resource with the latest [`KeyboardInput`] events.
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///
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///
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/// ## Differences
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/// ## Differences
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@ -114,6 +128,7 @@ pub struct KeyboardInput {
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pub fn keyboard_input_system(
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pub fn keyboard_input_system(
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mut key_input: ResMut<ButtonInput<KeyCode>>,
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mut key_input: ResMut<ButtonInput<KeyCode>>,
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mut keyboard_input_events: EventReader<KeyboardInput>,
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mut keyboard_input_events: EventReader<KeyboardInput>,
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mut focus_events: EventReader<KeyboardFocusLost>,
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) {
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) {
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// Avoid clearing if it's not empty to ensure change detection is not triggered.
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// Avoid clearing if it's not empty to ensure change detection is not triggered.
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key_input.bypass_change_detection().clear();
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key_input.bypass_change_detection().clear();
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@ -126,6 +141,12 @@ pub fn keyboard_input_system(
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ButtonState::Released => key_input.release(*key_code),
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ButtonState::Released => key_input.release(*key_code),
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}
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}
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}
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}
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// Release all cached input to avoid having stuck input when switching between windows in os
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if !focus_events.is_empty() {
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key_input.release_all();
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focus_events.clear();
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}
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}
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}
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/// Contains the platform-native physical key identifier
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/// Contains the platform-native physical key identifier
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@ -42,7 +42,7 @@ use bevy_app::prelude::*;
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use bevy_ecs::prelude::*;
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use bevy_ecs::prelude::*;
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use bevy_reflect::Reflect;
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use bevy_reflect::Reflect;
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use gestures::*;
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use gestures::*;
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use keyboard::{keyboard_input_system, KeyCode, KeyboardInput};
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use keyboard::{keyboard_input_system, KeyCode, KeyboardFocusLost, KeyboardInput};
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use mouse::{mouse_button_input_system, MouseButton, MouseButtonInput, MouseMotion, MouseWheel};
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use mouse::{mouse_button_input_system, MouseButton, MouseButtonInput, MouseMotion, MouseWheel};
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use touch::{touch_screen_input_system, TouchInput, Touches};
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use touch::{touch_screen_input_system, TouchInput, Touches};
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@ -69,6 +69,7 @@ impl Plugin for InputPlugin {
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app
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app
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// keyboard
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// keyboard
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.add_event::<KeyboardInput>()
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.add_event::<KeyboardInput>()
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.add_event::<KeyboardFocusLost>()
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.init_resource::<ButtonInput<KeyCode>>()
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.init_resource::<ButtonInput<KeyCode>>()
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.add_systems(PreUpdate, keyboard_input_system.in_set(InputSystem))
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.add_systems(PreUpdate, keyboard_input_system.in_set(InputSystem))
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// mouse
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// mouse
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@ -8,6 +8,7 @@ use bevy_ecs::system::SystemState;
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use bevy_ecs::world::FromWorld;
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use bevy_ecs::world::FromWorld;
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use bevy_input::{
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use bevy_input::{
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gestures::*,
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gestures::*,
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keyboard::KeyboardFocusLost,
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mouse::{MouseButtonInput, MouseMotion, MouseScrollUnit, MouseWheel},
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mouse::{MouseButtonInput, MouseMotion, MouseScrollUnit, MouseWheel},
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};
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};
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use bevy_log::{error, trace, warn};
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use bevy_log::{error, trace, warn};
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@ -306,6 +307,9 @@ impl<T: Event> ApplicationHandler<T> for WinitAppRunnerState<T> {
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WindowEvent::Focused(focused) => {
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WindowEvent::Focused(focused) => {
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win.focused = focused;
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win.focused = focused;
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self.winit_events.send(WindowFocused { window, focused });
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self.winit_events.send(WindowFocused { window, focused });
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if !focused {
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self.winit_events.send(KeyboardFocusLost);
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}
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}
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}
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WindowEvent::Occluded(occluded) => {
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WindowEvent::Occluded(occluded) => {
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self.winit_events.send(WindowOccluded { window, occluded });
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self.winit_events.send(WindowOccluded { window, occluded });
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@ -701,6 +705,9 @@ impl<T: Event> WinitAppRunnerState<T> {
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WinitEvent::KeyboardInput(e) => {
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WinitEvent::KeyboardInput(e) => {
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world.send_event(e);
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world.send_event(e);
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}
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}
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WinitEvent::KeyboardFocusLost(e) => {
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world.send_event(e);
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}
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}
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}
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}
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}
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@ -6,6 +6,7 @@ use bevy_input::keyboard::KeyboardInput;
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use bevy_input::touch::TouchInput;
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use bevy_input::touch::TouchInput;
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use bevy_input::{
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use bevy_input::{
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gestures::*,
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gestures::*,
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keyboard::KeyboardFocusLost,
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mouse::{MouseButtonInput, MouseMotion, MouseWheel},
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mouse::{MouseButtonInput, MouseMotion, MouseWheel},
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};
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};
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use bevy_reflect::Reflect;
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use bevy_reflect::Reflect;
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@ -63,6 +64,7 @@ pub enum WinitEvent {
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TouchInput(TouchInput),
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TouchInput(TouchInput),
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KeyboardInput(KeyboardInput),
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KeyboardInput(KeyboardInput),
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KeyboardFocusLost(KeyboardFocusLost),
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}
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}
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impl From<AppLifecycle> for WinitEvent {
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impl From<AppLifecycle> for WinitEvent {
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@ -200,3 +202,8 @@ impl From<KeyboardInput> for WinitEvent {
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Self::KeyboardInput(e)
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Self::KeyboardInput(e)
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}
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}
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}
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}
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impl From<KeyboardFocusLost> for WinitEvent {
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fn from(e: KeyboardFocusLost) -> Self {
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Self::KeyboardFocusLost(e)
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}
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}
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